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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
ogl: implement useful constant buffer upload
this will remove the additional memcpy introduced in my last commit
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@ -10,18 +10,16 @@
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#include "Statistics.h"
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#include "ImageWrite.h"
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#include "Render.h"
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#include "PixelShaderManager.h"
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#include "VertexShaderManager.h"
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namespace OGL
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{
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static const u32 UBO_LENGTH = 32*1024*1024;
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GLintptr ProgramShaderCache::s_vs_data_size;
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GLintptr ProgramShaderCache::s_ps_data_size;
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GLintptr ProgramShaderCache::s_vs_data_offset;
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u8 *ProgramShaderCache::s_ubo_buffer;
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u32 ProgramShaderCache::s_ubo_buffer_size;
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bool ProgramShaderCache::s_ubo_dirty;
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s32 ProgramShaderCache::s_ubo_align;
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static StreamBuffer *s_buffer;
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static int num_failures = 0;
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@ -36,6 +34,10 @@ UidChecker<VertexShaderUid,VertexShaderCode> ProgramShaderCache::vertex_uid_chec
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static char s_glsl_header[1024] = "";
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// Annoying sure, can be removed once we drop our UBO workaround
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const char *UniformNames[NUM_UNIFORMS] =
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{
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// PIXEL SHADER UNIFORMS
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@ -61,6 +63,37 @@ const char *UniformNames[NUM_UNIFORMS] =
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I_DEPTHPARAMS,
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};
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struct s_svar
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{
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const unsigned int reg;
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const unsigned int size;
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};
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const s_svar PSVar_Loc[] = { {C_COLORS, 4 },
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{C_KCOLORS, 4 },
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{C_ALPHA, 1 },
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{C_TEXDIMS, 8 },
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{C_ZBIAS, 2 },
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{C_INDTEXSCALE, 2 },
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{C_INDTEXMTX, 6 },
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{C_FOG, 3 },
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{C_PLIGHTS, 40 },
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{C_PMATERIALS, 4 },
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};
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const s_svar VSVar_Loc[] = { {C_POSNORMALMATRIX, 6 },
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{C_PROJECTION, 4 },
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{C_MATERIALS, 4 },
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{C_LIGHTS, 40 },
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{C_TEXMATRICES, 24 },
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{C_TRANSFORMMATRICES, 64 },
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{C_NORMALMATRICES, 32 },
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{C_POSTTRANSFORMMATRICES, 64 },
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{C_DEPTHPARAMS, 1 },
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};
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// End of UBO workaround
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void SHADER::SetProgramVariables()
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{
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// glsl shader must be bind to set samplers
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@ -162,30 +195,43 @@ void SHADER::Bind()
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}
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}
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void ProgramShaderCache::SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count)
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{
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s_ubo_dirty = true;
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memcpy(s_ubo_buffer+(offset*4*sizeof(float)), f, count*4*sizeof(float));
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}
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void ProgramShaderCache::SetMultiVSConstant4fv(unsigned int offset, const float *f, unsigned int count)
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{
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s_ubo_dirty = true;
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memcpy(s_ubo_buffer+(offset*4*sizeof(float))+s_vs_data_offset, f, count*4*sizeof(float));
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}
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void ProgramShaderCache::UploadConstants()
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{
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if(s_ubo_dirty) {
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s_buffer->Alloc(s_ubo_buffer_size);
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size_t offset = s_buffer->Upload(s_ubo_buffer, s_ubo_buffer_size);
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glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_buffer->getBuffer(), offset, s_ps_data_size);
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glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_buffer->getBuffer(), offset + s_vs_data_offset, s_vs_data_size);
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s_ubo_dirty = false;
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if(g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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if(PixelShaderManager::dirty || VertexShaderManager::dirty)
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{
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s_buffer->Alloc(s_ubo_buffer_size);
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size_t offset = s_buffer->Upload((u8*)&PixelShaderManager::constants, ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align));
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glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_buffer->getBuffer(), offset, sizeof(PixelShaderConstants));
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offset = s_buffer->Upload((u8*)&VertexShaderManager::constants, ROUND_UP(sizeof(VertexShaderConstants), s_ubo_align));
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glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_buffer->getBuffer(), offset, sizeof(VertexShaderConstants));
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PixelShaderManager::dirty = false;
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VertexShaderManager::dirty = false;
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ADDSTAT(stats.thisFrame.bytesUniformStreamed, s_ubo_buffer_size);
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}
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}
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else
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{
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// UBO workaround
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// this must be updated per shader switch, so also update it when it's not dirty
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for (unsigned int a = 0; a < 10; ++a)
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{
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if(last_entry->shader.UniformSize[a] > 0)
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glUniform4fv(last_entry->shader.UniformLocations[a], last_entry->shader.UniformSize[a], (float*) &PixelShaderManager::constants + 4*PSVar_Loc[a].reg);
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}
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for (unsigned int a = 0; a < 9; ++a)
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{
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if(last_entry->shader.UniformSize[a+10] > 0)
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glUniform4fv(last_entry->shader.UniformLocations[a+10], last_entry->shader.UniformSize[a+10], (float*) &VertexShaderManager::constants + 4*VSVar_Loc[a].reg);
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}
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ADDSTAT(stats.thisFrame.bytesUniformStreamed, s_ubo_buffer_size);
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}
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}
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GLuint ProgramShaderCache::GetCurrentProgram(void)
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@ -419,22 +465,14 @@ void ProgramShaderCache::Init(void)
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// then the UBO will fail.
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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GLint Align;
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &Align);
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &s_ubo_align);
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s_ps_data_size = C_PENVCONST_END * sizeof(float) * 4;
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s_vs_data_size = C_VENVCONST_END * sizeof(float) * 4;
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s_vs_data_offset = ROUND_UP(s_ps_data_size, Align);
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s_ubo_buffer_size = ROUND_UP(s_ps_data_size, Align) + ROUND_UP(s_vs_data_size, Align);
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s_ubo_buffer_size = ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align) + ROUND_UP(sizeof(VertexShaderConstants), s_ubo_align);
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// We multiply by *4*4 because we need to get down to basic machine units.
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// So multiply by four to get how many floats we have from vec4s
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// Then once more to get bytes
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s_buffer = new StreamBuffer(GL_UNIFORM_BUFFER, UBO_LENGTH);
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s_ubo_buffer = new u8[s_ubo_buffer_size];
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memset(s_ubo_buffer, 0, s_ubo_buffer_size);
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s_ubo_dirty = true;
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}
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// Read our shader cache, only if supported
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@ -509,8 +547,6 @@ void ProgramShaderCache::Shutdown(void)
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{
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delete s_buffer;
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s_buffer = 0;
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delete [] s_ubo_buffer;
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s_ubo_buffer = 0;
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}
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}
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